![]() Not that population in the system matters, they'll all starve by the time they stop protesting your rule unless you ship them out via spaceport. If I was to recommend a fix it would be to eliminate the tactic (no manpower depletion the turn you withdraw), but provide some of the manpower depletion (50-75%) during the land invasion turns. Which gives a stalemate, until you've killed all the population and destroyed most buildings. I get frustrated that without this mechanic in the early game you often just see conscription spam as tactics unless you get them to zero manpower before invading. The "Bug" in this case is that the fleet of ships stops blockading the system (titanium bombarding and such) the moment you start a land invasion. (The battle kills hundreds plus blockading / titanium kills hundreds). Using this for two-three turns almost yields victory over undefended systems. Considering how often you invade a system versus select a production in a system. Originally posted by Frogsquadron:I mean, it's not a big thing, and it's super micromanagement-heavy, but of course, we're going to look into fixing it now that we know about it. If you knock a system down to zero manpower before invading, it's a lot quicker and less expensive to conquer a planet. A pack of 3-4 fairly cheap bombardment ships hanging out with a real fleet, can knock 250 manpower a turn off of a system. ![]() You can also make pure bombardment ships by using a hull with a lot of utility slots and filling them all with bombardment modules (the 'colony ship' hull is good for this). IIRC a typical 'not early' fleet of mine (mix of 7 escorts and corvettes) that has bombardment modules will knock 75-100 manpower per turn off of a system. Early on this is fairly slow, but if you research Titanium A2s slugs (an L2 military tech) or find a similar module, you can equip your ships and bombard away defending troops. ![]() If you put ships in orbit around an enemy planet, you kill off a bit of manpower every turn. The ground troops have a rock-paper-scissors arrangement, but you don't get scissors (aircraft) until pretty far down the tech tree, so going with paper (tanks) means that you have a huge advantage against rocks (infantry) that they can't counter.īombardment is the key to invading without getting stuck in long, grinding invasions that never seem to end and deplete your manpower pool badly. Note: for a huge boost to ground combat in the early game, research tanks then switch your army to 100% tanks. There's not really a way to get significantly more troops in a fight in the early game, the combat system is designed to make invasions of developed systems difficult and time consuming. ![]() If you have more manpower in your fleet, then everything above what can be used in an invasion is held in reserve, and can only be used to take you back up to your limit on future rounds. That's where the 'around 100 troops' that you see comes from.Īdding more ships won't increase the limit on invasion size, that gets increased by leader abilities, technologies, and (IIRC) some modules. Whatever manpower goes into the fight turns into troops - at the start it will be all infantry at 5 manpower per infantry, and armor comes pretty soon after at 15 manpower per armor. When you invade, there's a limit on how much manpower can go into the fight that starts off at 500 or 600. Manpower is what you see when you look at a ship, planet, or empire stats, and is usually in the hundreds for a fleet. Troops and manpower are two different things.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |